Terrain Types
Overview
Terrain serves three roles: the theater upon which your units battle
rival civilizations, the landscape across which your units travel, and
the medium which your cities work to produce resources. The different
types of terrain each have different strengths and drawbacks; see the
sections on each terrain type for details.
Terrain affects combat very simply: when a unit is attacked, its
defense strength is multiplied by the defense factor ("bonus") of the
terrain beneath it. (However, some types of units do not enjoy this
bonus;) See the help section on Combat for further details.
Terrain can complicate the movement of units. For instance, moving
onto rough terrain such as Mountains can cost land units more than flat
terrain like Plains, although sea and air units always expend one
movement point to move one tile.
Tiles within range of a city may be worked by that city to produce
food, production, and trade points, and the quantity of each produced
depends on the terrain. These three products are so important that we
specify the output of a tile simply by listing them with slashes in
between: for example, "1/2/0" describes a tile that each turn when it is
being worked produces one food point, two production points, and no
trade points. In addition to the characteristic output of the terrain,
some tiles have an additional special resource that boosts one or two of
the products. See the Economy section for more information on the use of
these products.
The net benefit of a tile for your city depends on your government
type as well as city improvements and wonders.
It is possible for your units to change the terrain and hence its
effects. see the section on Terrain Alterations for more details.
Inaccessible
- You cannot build cities on this terrain.
- Paths cannot be built on this terrain.
- Bases cannot be built on this terrain.
- The coastline of this terrain is unsafe.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
- No Pollution nor Fallout appear here.
No unit can enter this terrain, nor can any city work its tiles.
Lake
- Prevents to build Aqueduct.
- Allows to build Aqueduct, Lake.
- Prevents to build Aqueduct, River.
- You cannot build cities on this terrain.
- Paths cannot be built on this terrain.
- Can be traveled by Missile, Sea, Trireme, Helicopter, and Air
units.
- Units on this terrain neither impose zones of control nor are
restricted by them.
- No units can fortify on this terrain.
- No Pollution nor Fallout appear here.
Lakes are substantial bodies of fresh water.
Ocean
- You cannot build cities on this terrain.
- Paths cannot be built on this terrain.
- Can be traveled by Missile, Sea, Trireme, Helicopter, and Air
units.
- Units on this terrain neither impose zones of control nor are
restricted by them.
- No units can fortify on this terrain.
- Allows cities to build Harbors and coastal wonders.
Shallow oceans are mostly found near coastlines, and are often rich
sources of food and other resources.
Deep Ocean
- You cannot build cities on this terrain.
- Paths cannot be built on this terrain.
- Can be traveled by Missile, Sea, Helicopter, and Air units.
- Units on this terrain neither impose zones of control nor are
restricted by them.
- No units can fortify on this terrain.
- Allows cities to build Harbors and coastal wonders.
- No Pollution nor Fallout appear here.
Deep oceans cover much of the world away from coastlines, and only
seaworthy units (not including Triremes) can travel on them.
Glacier
- You cannot build cities on this terrain.
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
- Mine can be upgraded to Oil Well.
Glaciers are found only in the most northerly or southerly reaches of
the world. They are very cold, and hence difficult to work with.
Desert
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
- Mine can be upgraded to Oil Well.
Deserts are regions of extreme dryness, making agriculture and trade
very difficult.
Deserts can be irrigated for a small amount of extra food, but
without an oasis or river, bare desert cannot be further improved with
farmland.
Rivers bring fertile soil to deserts; on a desert river not already
benefiting from an oasis, building irrigation will yield two extra food
resources rather than the usual one.
Forest
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Forests are densely wooded, making agriculture somewhat
problematic.
Grassland
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Grasslands afford exceptional agricultural opportunities.
Hills
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
In addition to being amenable to agriculture, Hills are frequently
rich in resources.
Cities built in hills are at risk of earthquakes, which can interrupt
a city's current project.
Jungle
- Can be traveled by Missile, Land, Small Land, Merchant, Helicopter,
and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Jungles are densely overgrown, making agriculture somewhat
problematic. Big Land units may not move into jungle without a road.
Mountains
- You cannot build cities on this terrain.
- Can be traveled by Missile, Land, Small Land, Merchant, Helicopter,
and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Mountains are regions of extreme altitude, making agriculture and
trade very difficult.
Land units that move into mountains can see an extra space, but a
fast land unit ending its turn in mountains without a road will start
its next turn with one fewer movement point. Big Land units may not move
into mountains without a road.
Plains
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Plains are very broad, sparse regions, which makes trade slightly
inconvenient.
Swamp
- Can be traveled by Missile, Land, Small Land, Merchant, Helicopter,
and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Swamps suffer from an over-abundance of water, making agriculture
somewhat problematic. Big Land units may not move in swamps without a
road.
Tundra
- Can be traveled by Missile, Land, Small Land, Big Land, Merchant,
Helicopter, and Air units.
- Units on this terrain may impose a zone of control, or be restricted
by one.
- Units able to fortify may do so on this terrain.
Tundra are broad, cold regions, fit for some agriculture and little
else.